blob: d929d6c48ce0e242c9d7252c7dc3d0ca5f6e178f [file] [log] [blame]
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:async';
import '../application_package.dart';
import '../base/common.dart';
import '../base/platform.dart';
import '../base/utils.dart';
import '../build_info.dart';
import '../globals.dart';
import '../ios/mac.dart';
import '../runner/flutter_command.dart' show DevelopmentArtifact, FlutterCommandResult;
import 'build.dart';
/// Builds an .app for an iOS app to be used for local testing on an iOS device
/// or simulator. Can only be run on a macOS host. For producing deployment
/// .ipas, see https://flutter.dev/docs/deployment/ios.
class BuildIOSCommand extends BuildSubCommand {
BuildIOSCommand() {
addBuildModeFlags(defaultToRelease: false);
usesTargetOption();
usesFlavorOption();
usesPubOption();
usesBuildNumberOption();
usesBuildNameOption();
argParser
..addFlag('simulator',
help: 'Build for the iOS simulator instead of the device.',
)
..addFlag('codesign',
defaultsTo: true,
help: 'Codesign the application bundle (only available on device builds).',
);
}
@override
final String name = 'ios';
@override
final String description = 'Build an iOS application bundle (Mac OS X host only).';
@override
Future<Set<DevelopmentArtifact>> get requiredArtifacts async => const <DevelopmentArtifact>{
DevelopmentArtifact.iOS,
};
@override
Future<FlutterCommandResult> runCommand() async {
final bool forSimulator = boolArg('simulator');
defaultBuildMode = forSimulator ? BuildMode.debug : BuildMode.release;
if (!platform.isMacOS) {
throwToolExit('Building for iOS is only supported on the Mac.');
}
final BuildableIOSApp app = await applicationPackages.getPackageForPlatform(TargetPlatform.ios) as BuildableIOSApp;
if (app == null) {
throwToolExit('Application not configured for iOS');
}
final bool shouldCodesign = boolArg('codesign');
if (!forSimulator && !shouldCodesign) {
printStatus('Warning: Building for device with codesigning disabled. You will '
'have to manually codesign before deploying to device.');
}
final BuildInfo buildInfo = getBuildInfo();
if (forSimulator && !buildInfo.supportsSimulator) {
throwToolExit('${toTitleCase(buildInfo.friendlyModeName)} mode is not supported for simulators.');
}
final String logTarget = forSimulator ? 'simulator' : 'device';
final String typeName = artifacts.getEngineType(TargetPlatform.ios, buildInfo.mode);
printStatus('Building $app for $logTarget ($typeName)...');
final XcodeBuildResult result = await buildXcodeProject(
app: app,
buildInfo: buildInfo,
targetOverride: targetFile,
buildForDevice: !forSimulator,
codesign: shouldCodesign,
);
if (!result.success) {
await diagnoseXcodeBuildFailure(result);
throwToolExit('Encountered error while building for $logTarget.');
}
if (result.output != null) {
printStatus('Built ${result.output}.');
}
return null;
}
}